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    posted a message on Version of ForgeMultipart is newer than requested

    Looking through the logs though, this seems to be what is stopping it from loading properly. I'll add the log post later today, maybe someone here can see what I am not.

    Posted in: Java Edition Support
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    posted a message on Version of ForgeMultipart is newer than requested

    I am playing the Horizons daybreaker modpack and I am trying to add thaumcraft to it.


    The log says this:

    [main/INFO] [STDERR]: [mods.defeatedcrow.asm.DepLoader$DepLoadInst:checkExisting:478]: Warning: version of ForgeMultipart, 1.2.0.344 is newer than request 1.1.2.331


    Is there a way to load both versions and specify one of them to only be used with Thaumcraft or a way to ignore any ForgeMultipart item dependencies in Thaumcraft?


    Edit: also 1.2.0.344 is the minimum version requirement, found that out will trying to run it with 1.1.2.331

    Posted in: Java Edition Support
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    posted a message on Thaumic Horizons v1.1.9 (Thaumcraft 4 addon)

    I might have to retrogen thaumcraft into my world so I can add this. That cloning and body design part sound really cool.

    Posted in: Minecraft Mods
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    posted a message on Botania mana generation

    What is your favorite way of generating mana?


    My friends and I use a "Mana battery" setup, we have a series of 13 pools that act as a battery for a 14th pool up above. Each of the three pools on the left are fueled by 4 ThermaLilly's which have an "infinite" lava source in the center thanks to the Serenade of the Nether ritual from Blood Magic.

    This setup can fill all 14 pool in under 24 hours(I'm pretty sure it was actually under 18 hours but I haven't officially timed it).


    Edit: most recent timing has it at 16 or fewer hours

    Posted in: Mods Discussion
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    posted a message on McJty's RFTools' Endergenic Generators and their potential designs, applications, and fixes.

    So does the delay field refer to the tick it will start that pattern on?

    EX.

    only first box filled

    delay field has 1

    will it fire in the same tick that it got the signal?

    or will it wait 1 tick and then fire?

    Posted in: Mods Discussion
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    posted a message on Creating a model that can flex and bend

    Using OpenGL sounds like it might leave me a little more sane. I am not terrible familiar with using OpenGL though, do you have any recommendations for a good place to learn it? Also are there any limitations on using OpenGL in minecraft?



    Edit:

    Did some research, maybe not ... that sounds like it would be much more taxing to do manually, rather than just updating the position of the little blocks, even if it wouldn't look as good.

    Posted in: Modification Development
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    posted a message on What mod adds this red line? (Solved)

    I would take a look at mods that make weapons with some kind of ranged attack, it looks like it is displaying a range indicator of sorts for a bow or something.

    What mods do you have installed?

    Posted in: Mods Discussion
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    posted a message on McJty's RFTools' Endergenic Generators and their potential designs, applications, and fixes.

    If a sequencer has only the first square filled and has a delay of 1 does it fire in the same tick that it got the signal or does it still delay 1 tick, if so is there a way to make it not delay at all?

    Posted in: Mods Discussion
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    posted a message on Creating a model that can flex and bend

    As the title says, I am wondering if it is possible to create a model in minecraft that can flex, bend, stretch? If it is possible what would it take to make something like that?


    (think trampoline or whip)

    Posted in: Modification Development
  • 0

    posted a message on McJty's RFTools' Endergenic Generators and their potential designs, applications, and fixes.
    Quote from L0rdDaniel»

    The ender monitor does NOT read the pearl being injected from the injector.


    In keeping things compact and for easier wiring I have an external pre-charge setup. From left to right the sequencers and transmitters are paired with generators 2-8. The sequencers are set at 1, 3, 5, 7, 9, 11, 13. Notice the next sequencer is oriented the other direction. This is the reset timer similar to the other posts in this thread, and receives its signal from generator 8. The next sequencer-lever-transmitter is for the injector, the sequencer is set to 9. The lever, when on, overrides any signal from the timer shutting the system down. The down side is that I lose a pearl each time, but that's MINER; When off, the system is go and the timer-counter set-up is running for monitoring purposes.



    2015-04-13_14.51.33

    This is a top-down view of the top of the 4 layers, for reference, left is gen 4 and right is gen 5. Each layer is the same with the exception of the bottom where the injector is located. Dealing with only gen 4 (gen 5 is a mirror image) we have at the top of the generator is the monitor, all monitors are set to "arrived". It sends the signal OUT to the redstone to fire the pearl (this is the redstone connection for the firing circuit I mentioned earlier) and to the wireless transmitter. The Wireless receiver next to the transmitter is the INPUT from the precharge circuit in the previous picture. The sequencer and receiver at the bottom of the gen are the charge INPUT. For each gen this receiver is paired with the transmitter from the NEXT gen in sequence. In this case it is paired with the transmitter you can see here with gen 5. This is the sequencer you have to adjust in order to tune the system. My settings for this system are gen1=3 gen2=3 gen3=4 gen5=3 gen6=2 gen 7=2 gen8=3.
    Unfortunately, this is also the best view I have of the injector at the bottom level. It's what you can see at the bottom with a receiver attached to it. The receiver comes from the precharge circuit. The injector is injecting left into gen 1. The only other difference on the bottom is that gen 1 doesn't have a receiver from the precharge circuit.


    I know this is really old but how is gen 1 getting fired if the ender monitor doesn't detect the pearl from the injector? The only other pulse source that I can see is coming from gen2 receiving a pearl which is fine while it is run, but how does it start up the first time?

    Posted in: Mods Discussion
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    posted a message on Horizons II mod pack AMT Generators - LP Transformer

    I can't find any documentation of how to use these things and none of the pipes or tanks seem to connect. Does anyone know how to use stuff from this mod?

    Posted in: Mods Discussion
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    posted a message on [1.7 & 1.8] TheXFactor117's Forge Modding Tutorials | 20+ Tutorials | Actually Learn How to Make Mods!
    Quote from lilbud5088»

    A great tutorial but i am having some issues I am doing the

    (./gradlew setupDecompWorkspace and ./gradlew eclipse) part from tutorial #1 and i can get the gradlew eclipse part to work but I cant get the setupDecompWorkspace to work, every time i put it in it does this:



    FAILURE: Build failed with an exception.

    *What went wrong;

    Execution failed for task ':makeStart'.

    > Unable to find a javac compiler;

    com.sun.tools.javac.Main is not on the classpath.

    Perhaps JAVA_HOME does not point to the JDK.

    It is currently set to "C:\Program Files (86)\Java\jre1.8.0_45'


    You need to the "jdk" not the jre:

    http://www.oracle.com/technetwork/java/javase/downloads/jdk8-downloads-2133151.html

    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [1.7 & 1.8] TheXFactor117's Forge Modding Tutorials | 20+ Tutorials | Actually Learn How to Make Mods!
    Quote from TheXFactor117»

    Basic Item tutorial has been finished.


    Not that it is difficult to just go back to the the first page and find the link but you should post the link to the tutorial in the comment when you announce it as finished.


    Thanks for making all these tutorials, they are very helpful.

    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.7 & 1.8] TheXFactor117's Forge Modding Tutorials | 20+ Tutorials | Actually Learn How to Make Mods!
    Quote from Hlaaftana»

    You should still check out their code to see if you can understand. This project isn't like any other mod, so you'd need to know how to program this yourself.


    I have a fairly solid programming base so I'm not too worried about getting the program to function how I want, once I have an understanding of how the classes interact.


    For example: a player using a pick to mine a block, how much of this interaction happens on the server vs on the client, if the pick has NBT information that is player specific how does that fit in to the interaction?


    That is the kind of stuff that I am having trouble find clear information about.

    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on [1.7 & 1.8] TheXFactor117's Forge Modding Tutorials | 20+ Tutorials | Actually Learn How to Make Mods!
    Quote from Hlaaftana»

    Their code is very complicated and messy with forgotten comments everywhere, I wouldn't trust them.


    Do you have any recommendations for code I could look at?

    Posted in: Mapping and Modding Tutorials
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